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Game with custom magic
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This is the complete list of members for EnergyNode, including all inherited members.
connectedNodes | SpellNode | protected |
connectNode(SpellNode *otherNode) | SpellNode | |
energy | EnergyNode | protected |
EnergyNode(float x, float y, float z, float energy) | EnergyNode | inline |
EnergyNode(NodeType type, float x, float y, float z, float energy) | EnergyNode | inline |
getConnectedNodes() | SpellNode | inline |
getDistance(const SpellNode *otherNode) const | SpellNode | |
getEnergy() const | EnergyNode | inline |
getType() const | SpellNode | inline |
getX() const | SpellNode | inline |
getY() const | SpellNode | inline |
getZ() const | SpellNode | inline |
inTick() const | SpellNode | inline |
isEnergyNode() | EnergyNode | inlinevirtual |
iterrator(std::function< void(SpellNode *)> next) | SpellNode | |
nowInTick | SpellNode | protected |
onTick(IEventListener &listener, SpellNode *callable) | EnergyNode | protectedvirtual |
read(Parcel &out) | SpellNode | static |
SpellNode(NodeType type, float x, float y, float z) | SpellNode | inline |
tick(IEventListener &listener, SpellNode *callable) | SpellNode | |
transferEnergy(SpellNode *from, float count) | EnergyNode | virtual |
type | SpellNode | protected |
write(Parcel &in, SpellNode *obj) | SpellNode | static |
x | SpellNode | protected |
y | SpellNode | protected |
z | SpellNode | protected |
~SpellNode() | SpellNode |